Hell's Rebels

Game Master Purple Dragon Knight

Currently: End of Book 4



Knowledge Checks

Hey guys - check-in here with your Hell's Rebels avatar. If you don't have one click on 'My Account' at the top right of this page, then select the 'Account Settings' sub-menu.

Scroll down to 'MESSAGEBOARD ALIASES' and click 'Create New Alias'.

Give your Hell's Rebels character name that alias; don't select a faction (keep it to 'none'); press save, and when you post to this thread, click the 'Post As' drop-down to select your PC before you click 'Submit Post'

A certain someone with Leadership feat will need to create two aliases; one for the cleric PC and one for the paladin cohort.

When everyone has checked in here I'll start the campaign thread (i.e. I will be loading now... lol)


Kprg Rillion here


hey am i doing this right


Hey guys


Valeria surveys the corruption wrought throughout the old temple of Aroden with dismay. Yet hope springs deep within as truth, freedom and open debate may yet be known in Kintargo.


Caerlyna remains excited at the prospect of studying in the new found library. What wonder will her research uncover?


Knowledge Checks

Korg - Valeria: you can go back in account settings and choose an avatar picture. Other than that, yes Korg you're doing this right. Will wait for the others and then create the gameplay thread. Thanks guys!


Knowledge Checks

Dice example, for those new here:

[+dice=Perception]1d20 + 3; 1d6 + 2[/dice+]

I put a plus sign inside the expression to sabotage it so that you could see how it's done.

Without the plus sign you get this:

Perception: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 2 ⇒ (3) + 2 = 5

For a reminder of this in the future, click the 'How to format you text' button at the bottom of the page.

You can also hit the 'Preview' button before posting to make sure the formatting is ok. Yes, you'll see the roll result ahead of time doing that. We're on the honor system on this. Cheers!


Korg scratches his balls hoists a Ale and say "Merry Christmas" to all in a big belching burp.


[+dice=Perception]1d20 + 20; 1d6 + 2[/dice+]


[+dice=Perception]1d20 20


Knowledge Checks

Korg you got to remove the + signs.. I put those in just as an example so that the expression wouldn't parse.


Knowledge Checks

Check gameplay thread we've started


[dice=Perception]1d20 20


[dice=Perception]1d20 + 20


[dice=Perception]1d20 + 20; 1d6 + 2[/dice+]


Perception: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 2 ⇒ (1) + 2 = 3


Perception: 1d20 + 20 ⇒ (18) + 20 = 381d6 + 2 ⇒ (3) + 2 = 5


stealth: 1d20 + 12 ⇒ (19) + 12 = 311d6 + 2 ⇒ (3) + 2 = 5


dice=Atheletics]1d20 + 14; 1d6 + 2[/dice]


[dice=Athletics]1d20 + 13;


survival: 1d20 + 10 ⇒ (7) + 10 = 171d6 + 2 ⇒ (1) + 2 = 3


1 person marked this as a favorite.

Finally made it on here!... doh posted when I was trying to put this up. Ignore Helveticka post


Knowledge Checks

Recap on rituals so far: (you already made the checks on these so you know all the following info)

in the Ice Devil chamber:
An investigation of
the lectern confirms what appears to be the cover of a
book scorched into the wooden top. Markings feature a
fiendish skull and other patterns that can be identified
with a successful DC 30 Knowledge (arcana or planes)
check as matching the description of the diabolic Book
of the Damned.

in Barzillai's room:
The table covered with parchments and notes mostly
contains detailed designs for complex torture devices or
excruciation methods Barzillai has invented over the years,
but an investigation of the notes turns up several pages of
research into the Heart’s Harvest ritual, with much more
detail than the notes found in area B11 of the Records
Hall. A character who can read Infernal and succeeds at a
DC 25 Linguistics check to decipher Barzillai’s shorthand
learns that the lord-mayor has completed this ritual. Full
details on how the ritual works and where he performed it
are absent, but the fact that he learned these details from
the diabolic Book of the Damned and a personal discussion
with Mephistopheles himself are mentioned. In addition,
the goal of the ritual—to bind his spirit to the archduchy
of Ravounel with the hope of, in time, suffusing all of
Cheliax as a genius loci—are revealed, as is the fact that if
he is slain before he’s able to live out his natural lifetime
in the region, his soul will be forfeit to Mephistopheles for
torment.
The central worktable holds a partially completed
display case. Notes near the case reveal his plan to have his heart displayed within (with the clockwork mechanism rotating and
artificially massaging the heart to give it the appearance of
beating)
The partially completed
display case is worth 2,000 gp as a curiosity, but the real
objects of value here are the goggles of minute seeing and
headband of vast intelligence +4 (which grants ranks in Craft
[clockwork] and Use Magic Device) that sit nearby.


Knowledge Checks

Earlier in the adventure in the Hall of Records:
This room contains all
of the surviving documents from the archives, as well as
a locked adamantine-and-darkwood box worth 2,500 gp
(hardness 20, hp 40, break DC 32, Disable Device DC 40);
Tiarise carries the box’s key. Inside the box can be found
several documents, including an infernal contract between
Tiarise and an individual named Oughorthan. With a
successful DC 25 Knowledge (history or planes) check, a
character recognizes the name as that of a pit fiend servitor
of Mephistopheles who aided House Thrune in defeating
the Silver Ravens during the civil war. Other documents
in the chest include rough notes for numerous rituals
Tiarise aided Barzillai in devising or researching
Ritual Notes
The ritual notes found in the vault are not complete
enough to allow PCs to recreate their effects, but learning
about them should provide closure to earlier mysteries as
well as provide clues and foreshadowing for future events.

Beckon Playmates: A ritual to lure tooth fairies into
this world that involves the murder of a child.

Devil-Binding: Rituals for the binding of a devil to a
living creature in order to create a devilbound creature.
These notes indicate Nox and Rivozair have been subjected
to this ritual.

Mephisto Manifestation: A staggeringly complex
ritual intended to lure direct intervention of the archdevil
Mephistopheles into events on the Material Plane.

Binding the Soul to the Stone: A ritual to transform
a person into a guardian undead spirit called a nemhain.
Notes further indicate Tiarise has performed this ritual
on herself, but that her transformation into an undead
guardian will take some time after her death.

Heart’s Harvest: A ritual that may grant some form of
immortality that seems to have been of particular interest
to Barzillai. These notes mention Barzillai’s genius loci
ritual.


Knowledge Checks

Don't forget your bonus feats. Each PC so far has unlocked bonus feats for becoming leaders of the Rebellion:

Bonus Feat 1: Alertness, Deceitful, Persuasive, or Stealthy.

Bonus Feat 2: Great Fortitude, Iron Will, or Lightning Reflexes.

Bonus Feat 3: Fleet, Improved Initiative, or Toughness.


Disguised alias of Son of Cayden

Imrijka 4
Female half-orc inquisitor of Pharasma 4 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 28 (4d8+5)
Fort +6, Ref +6, Will +7
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft
Melee mwk dagger +6 (1d4+2/19-20)
Ranged +1 composite longbow +8 (1d8+3/×3)
Special Attacks judgment 2/day, teamwork feat
Domain Spell-Like Abilities (CL 4th; concentration +6)
. . 5/day—gentle rest
Inquisitor Spell-Like Abilities (CL 4th; concentration +6)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—flames of the faithful[APG] (DC 14), resist energy
. . 1st (4/day)—divine favor, expeditious retreat, litany of sloth[UC] (DC 13), remove fear
. . 0 (at will)—create water, detect magic, disrupt undead, guidance, sift[APG], stabilize
. . Domain Repose
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +5; CMD 19
Feats Escape Route[UC], Point-Blank Shot, Precise Shot
Traits child of the temple, undead slayer, true devotion
Skills Bluff +3, Diplomacy +3, Heal +6, Intimidate +8, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +1, Perception +9, Ride +7, Sense Motive +8, Spellcraft +4, Stealth +7, Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Orc, Varisian
SQ monster lore +3, orc blood, solo tactics, stern gaze +2, track +2
Combat Gear +1 holy arrow, +1 limning arrow, +1 seeking arrows (2), scroll of align weapon, scroll of consecrate, scroll of see invisibility, wand of cure light wounds (9 charges), acid, alchemist's fire, antitoxin, holy water (2), smokestick, weapon blanch (adamantine)[APG]; Other Gear mwk chain shirt, +1 composite longbow (+2 Str) with 20 blunt arrows, 50 cold iron arrows, and 20 silver arrows, mwk dagger, cloak of resistance +1, backpack, bedroll, belt pouch, candle (10), flint and steel, rope (50 ft.), holy text of Pharasma, manacles, mess kit, pot, scroll case, soap, spell component pouch, torch (2), trail rations (2), waterskin, silver holy symbol of Pharasma, 18 gp
--------------------
Special Abilities
--------------------
Detect Alignment Imrijka can cast detect chaos, detect evil, detect good, or detect law as a spell-like ability at will. She detects the presence of her chosen alignment and can concentrate on the spell for additional rounds to learn more.
Escape Route Imrijka does not provoke attacks of opportunity for moving through squares adjacent to allies or through their spaces.
Gentle Rest Five times per day as a melee touch attack, Imrijka can fill a creature with lethargy, causing a living creature to become staggered for 1 round. If she touches a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures she touches are staggered for 3 rounds.
Judgment Twice per day, Imrijka can pronounce judgment upon her foes as a swift action, granting her one of the benefits listed below. As a swift action, she can change any of the benefits to a different option. Once activated, this ability lasts until combat ends, at which point all of the bonuses immediately end. Imrijka must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

Judgement Benefits:

Destruction: Imrijka gains a +2 sacred bonus on weapon damage rolls.
Healing: Imrijka gains fast healing 2.
Justice: Imrijka gains a +1 sacred bonus on attack rolls.
Piercing: Imrijka gains a +2 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance.
Protection: Imrijka gains a +1 sacred bonus to AC.
Purity: Imrijka gains a +1 sacred bonus on saving throws.
Resiliency: Imrijka gains DR 1/magic.
Resistance: Imrijka gains acid, cold, electricity, fire or sonic resistance 4.
Smiting: Imrijka’s weapons overcome damage reduction as if they were magic and good.

Monster Lore Imrijka gains a +3 bonus on Knowledge checks to identify creatures’ abilities and weaknesses. This bonus includes an extra benefit from her favored class bonus.
Orc Blood Imrijka counts as both an orc and a human.
Orc Ferocity Once per day, when Imrijka is brought below 0 hit points but not killed, she can fight on for 1 more round. She moves at half speed and can either take a move action at no cost or a standard action. Doing either deals 1 point of damage to her. Unless brought above 0 hit points, she immediately falls unconscious and begins dying at the end of her next turn.
Point-Blank Shot Imrijka receives a +1 bonus on hit and damage rolls with her bow when she is within 30 feet of her target.
Precise Shot Imrijka does not take a penalty for firing into melee.
Solo Tactics Imrijka benefits from Escape Route as though her allies also had that feat.
Teamwork Feat Imrijka can switch her Escape Route feat to another teamwork feat up to 3 times per day. A good choice is Enfilading Fire, which grants a +2 bonus on ranged attack rolls against flanked foes.
Track Imrijka gains a +3 bonus on Survival checks to track creatures.
Undead Slayer Imrijka gains a +1 trait bonus on weapon damage rolls against undead.
Spells and Gear Imrijka has access to the following spells and gear.
True Devotion Once per day when casting a divine spell, you can attempt to cast the spell without losing the spell from its spell slot or using one of your allotted spells per day. There is a 20% chance that this attempt is successful. In addition, select one domain or inquisition you have. You can use the first granted power of that domain or inquisition one additional time per day. You must have a good alignment and be class capable of casting divine spells in order to select this trait.

Spells and Gear:

+1 holy arrow This arrow deals +2d6 points of damage to evil creatures.
+1 limning arrow This arrow outlines a magically concealed creature for 1 round, suppressing effects like blur, displacement, and invisibility.
+1 seeking arrow This arrow negates any mischance that would apply on Imrijka’s attack roll as long as she targets the correct square.
Align Weapon Imrijka’s scroll causes a weapon to become chaotic, evil, good, or lawful for the purposes of bypassing damage reduction.
Blunt Arrows These arrows deal bludgeoning damage. If Imrijka takes a –4 penalty on her attack roll, they deal nonlethal damage.
Consecrate This scroll creates a 20-foot-radius area for 6 hours that grants a +3 sacred bonus to the DC to resist positive channeled energy. Undead in the area take a –1 penalty on attack rolls, damage rolls, and saving throws. Undead may not be created or summoned into the area.
Create Water Imrijka creates 8 gallons of water within 35 feet. It lasts a day if no one drinks it.
Cure Light Wounds Imrijka’s wand heals a touched creature for 1d8+1 points of damage.
Detect Magic Imrijka can notice magic in a 60-foot cone. If she concentrates, she can find how many magic auras there are on the next round. On the round after that, she can try to find out more about one aura.
Disrupt Undead Imrijka can make a ranged touch attack at +7 against an undead target within 35 feet. If she hits, she deals 1d6 damage.
Divine Favor Imrijka grants herself a +2 luck bonus on attack and damage rolls for 1 minute.
Expeditious Retreat Imrijka’s speed increases to 60 feet for 4 minutes.
Flames of the Faithful Imrijka’s weapon deals an extra 1d6 points of fire damage for 4 rounds. The effect ends if she drops the weapon.
Guidance Imrijka can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Litany of Sloth As a swift action, Imrijka can cause a target creature within 35 feet who fails a DC 13 Will saving throw to become unable to take attacks of opportunity or cast spells defensively for 1 round.
Remove Fear Imrijka selects two creatures within 40 feet that are within 30 feet of each other. She suppresses all current fear effects on those creatures for 10 minutes. During that time, the creatures gain a +4 morale bonus on saves against further fear effects.
Resist Energy Imrijka or a touched creature gains resist energy 10 against her choice of acid, cold, electricity, fire, or sonic.
See Invisibility Imrijka’s scroll allows her to see any objects or beings within her sight range that are invisible or ethereal for 30 minutes. They appear as translucent outlines.
Sift Imrijka can search one 10-foot cube within 30 feet, attempting a Perception check with a –5 penalty (total +4) to notice any secret doors, traps, or hidden treasure. She must be able to see the area.
Stabilize Imrijka can target a living creature at –1 hit points or lower within 35 feet. The creature automatically stabilizes.
Weapon Blanch (adamantine) Imrijka can coat one weapon or 10 pieces of ammunition by pouring the coating on and then exposing the weapon to ame for 1 round. The weapon’s
next successful hit penetrates DR/adamantine.

Background:
Imrijka has traveled much of Ustalav and beyond—she has guarded an expedition to the bony towers of Kalexcourt, spent a night in the haunted hotel known as House Beumhal, been shouted off the porch of retired monster hunter Ailson Kindler (but not before getting her copy of Hunter’s Moon signed), and had numerous other adventures. Increasingly, though, her interests and research send her beyond Ustalav’s borders, where she treads with her goddess’s blessing, bringing judgment to all who would violate the laws of life and death. In her travels she’s faced significant prejudice, but tales of Pharasma’s “monster monster-hunter” and Imrijka’s ever-present arsenal convince most bigots to keep their fool mouths firmly shut, especially when they’re in her presence. She still pursues the mystery of the unnamed man in white who may be her father, but for now, the future holds far greater promises for Imrijka. Her focus clear, she strides into tomorrow boldly, confident in her faith, her direction, and her identity.


Disguised alias of Son of Cayden

Delcia Highbeam
Female halfling arcanist 4 (ACG 8)
LN Small humanoid (halfling)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
HP 27 (4d6+9)
Fort +4, Ref +5, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d4-1)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks arcane reservoir (5/day, max 7), consume spells, prescience 6/day
Arcanist Spells Prepared (CL 4th; concentration +8)
2nd (3/day)—glitterdust (DC 16)
1st (5/day)—burning hands (DC 15), ear-piercing scream[UM] (DC 15), vanish[APG] (DC 15)
0 (at will)—acid splash, detect magic, ghost sound (DC 14), light, message, prestidigitation
Bloodline Arcane
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 8, Cha 16
Base Atk +2; CMB +0; CMD 12
Feats Extra Arcanist Exploit[ACG], Toughness
Traits helpful[HoG], magic is life[ACG]
Skills Appraise +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10; Racial Modifiers +2 Perception; Armor Check Penalty –0
Languages Ancient Osiriani, Common, Elven, Goblin, Halfling, Jistkan, Osiriani, Polyglot
SQ arcane exploits (bloodline development [arcane], quick study, school understanding [divination (foresight)]), arcane bond (bonded item [staff of minor arcana]), fearless, fleet of foot, halfling luck, keen senses, weapon familiarity
Combat Gear acid, staff of minor arcana; Other Gear spell component pouch (2), cloak of resistance +1, wand of cure light wounds (10 charges), wand of mage armor (5 charges), quarterstaff, backpack, waterskin, spellbook (contains all 0th-level spells; all prepared 1st-level spells plus ant haul[APG], color spray, comprehend languages, disguise self, enlarge person, grease, liberating command[UC], mount, obscuring mist, protection from evil, reduce person, shield, and unseen servant; all prepared 2nd-level spells plus alter self, create pit[APG], false life, darkvision, invisibility, knock, mirror image, pyrotechnics), 112 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir Each day, Delcia starts with 5 points in her reservoir, though she can fill it up to a maximum of 7 using consume spells. She can spend one point on a spell to increase the DC or caster level by 1.
Bloodline Development (3 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 3 rds.
Consume Spells (3/day) (Su) Delcia can spend a move action to expend a spell slot and gain a number of points to her arcane reservoir equal to the spell’s level.
Helpful When Delcia uses the aid another action successfully, she grants a +4 bonus to her ally.
Magic Is Life As long as any spell is active on Delcia, she gains a +2 bonus to saves against death effects and always stabilizes.
Prescience (6/day) (Su) At the beginning of her turn, Delcia can roll a d20 and then use that dice result instead of rolling any time until her next turn.
Quick Study (Ex) As a full-round action, Delcia can spend one reservoir point to study her spellbook and swap one of her prepared spells for any other spell in her spellbook of equal level.
School Understanding (3 rounds) As a swift action, Delcia gains a +2 bonus on initiative checks for 3 rounds and always acts on the surprise round during that time.
Staff of Minor Arcana Delcia's bonded staff starts the scenario with 10 charges. She can use 1 charge to cast shield on herself for 8 minutes or 2 charges to cast magic missile and shoot 4 missiles. Each day when preparing spells, she can sacrifice 1 of her 1st-level spell slots to regain 1 charge.

Spells:
Acid Splash Delcia makes a ranged attack at +5 to hit against touch AC. If she hits, it deals 1d3 acid damage.
Alter Self Delcia can transform into any Small humanoid for 4 minutes, gaining a +2 size bonus to Dexterity, or any Medium humanoid, gaining a –1 size penalty to attacks and AC, a +1 size bonus to CMB and CMD, –4 size penalty to Stealth, –2 size penalty to Fly, and a +2 size bonus to Strength. Either way, she gains low-light vision, darkvision, scent, or swim if the creature she chooses has those qualities, so good choices are a Small goblin for darkvision, a Medium half-orc for darkvision, or a Medium gillman for swim.
Ant Haul A touched target gains a tripled carrying capacity for 8 hours. Burning Hands Delcia sprays a 15-foot cone of fire that deals 4d4 fire damage to every creature in the area (DC 15 Reflex for half).
Create Pit Delcia can create a 10-foot-by-10-foot hole in the ground within 140 feet that leads to another dimension consisting only of a 20-foot deep pit. All creatures standing on the hole must roll a DC 16 Reflex save to avoid falling in the pit. If they make the save, they can choose a spot next to the pit and move there automatically. Those that fall into the pit take 2d6 falling damage and fall prone if they don’t negate the damage. They can try to climb out of the pit, but the DC is 25 so they’re probably stuck there (they can climb against a corner for +5 or if they are Large they have leverage from both walls and get a +10). All creatures who end their turn next to the pit also need to roll a DC 16 Reflex save with a +2 bonus or fall in as well. The pit lasts 5 rounds and then the creatures return harmlessly.
Cure Light Wounds Delcia’s wand heals a touched target for 1d8+1 damage. Delcia needs to roll a Use Magic Device check to activate her wand.
Darkvision The touched target gains darkvision 60 ft. for 4 hours.
Detect Magic Delcia can notice magic in a 60-foot cone. If she concentrates, she can find how many magic auras there are on the next round. On the round after that, she can try to find out more about one aura.
Ear-Piercing Scream Delcia deals 2d6 sonic damage to a target within 35 feet and dazes it for a round. If it makes its DC 15 Fortitude save, it takes half damage and avoids being dazed.
False Life Delcia gains 1d10+4 temporary hit points for 4 hours, which can put her above her maximum. She always loses temporary hit points first before losing her regular hit points.
Ghost Sound Delcia can make illusory noises as loud as up to sixteen humans in any spot within 35 feet for 4 rounds, but she can’t create discernible speech.
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose the benefit of invisibility and the like for 4 rounds. They are also blinded if they fail a DC 16 Will save, but at the end of each of their turns, they can attempt the Will save again to end the blindness.
Invisibility A touched target vanishes for 4 minutes or until the target attacks. While invisible, the target gains +20 to Stealth (+40 if standing perfectly still). The first attack before becoming visible gains a +2 to hit (and the enemy likely loses its Dexterity bonus to AC).
Knock Delcia attempts to magically open something locked, rolling at +14 against the Disable Device DC to remove up to two means of locking the door (such as a mundane lock and the arcane lock spell, though it only suppresses arcane lock for 10 minutes).
Light An object Delcia touches sheds light for 40 minutes. She can’t have more than one copy of this spell active at once.
Mage Armor Delcia's wand grants a touched target a +4 armor bonus to AC for 1 hour.
Magic Missile Delcia’s staff shoots out 4 missiles of force at up to 4 targets all within 180 feet of Delcia and no more than 15 feet from each other. The missiles automatically hit and deal 1d4+1 damage each, even to incorporeal creatures.
Message Delcia can whisper messages to the target for 40 minutes as long as they remain within 140 feet and aren’t obstructed, and the target can respond each time Delcia sends a whisper. Nearby creatures might be able to overhear the messages (DC 25 Perception).
Mirror Image 1d4+1 copies of Delcia weave around her for 4 minutes. Any attack requiring an attack roll has an equal chance to hit and destroy each image, missing Delcia, as it does to hit Delcia (so with 3 images, there would be a 1 in 4 chance to hit Delcia and a 3 in 4 chance of destroying an image). An attack that misses by 5 or less also destroys an image. If the enemy can’t see the images, it is not fooled.
Obscuring Mist Delcia calls forth a mist in a 20-foot-radius spread centered on her for 4 minutes or until a moderate or strong wind blows it away or a fire spell burns it away. Until then, the mist blocks vision (even darkvision). Attacks against adjacent creatures in the mist suffer a 20% miss chance from concealment, and creatures farther into the mist have total concealment (50% miss chance and can’t be targeted by sight).
Prestidigitation Delcia can perform simple magic tricks for 1 hour, such as cleaning her outfit, chilling her drink, or flavoring her meal.
Pyrotechnics Delcia can make a fire within 560 feet flare up into either fireworks or a cloud of smoke. The fireworks blind all creatures within 120 feet of the fire who can see it for 1d4+1 rounds unless they succeed at a DC 16 Will save. The smoke billows in a 20-foot radius, blocking all sight for 4 rounds. Creatures within must make a DC 16 Fortitude save or take –4 penalties to Strength and Dexterity as long as they stay in the smoke and 1d4+1 rounds after.
Shield Using her staff, Delcia gains a +4 shield bonus to AC for 8 minutes and becomes immune to magic missile. If she casts it herself, it lasts only 4 minutes.
Vanish One target Delcia touches becomes invisible for 4 rounds or until the target attacks. See invisibility above for more details.

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